1.12.2-7.2.3 requires MalisisCore 1.12.2-6.3.1 for Minecraft 1.12.2
- Fixed possible crash with Rusty Hatch.
- Fixed item sometimes not dropping when breaking doors.
- Fixed typo in registry name for Birch Fence Gate which prevented vanilla ones from animating.
- Fixed possible when rendering doors.
- Improved performances when lots of doors and trapdoors were used in world.Note : the fence gate fix means that if animated Birch Fence Gates in the world will just disappear (they were only obtainable from Creative inventory). The vanilla non animated ones will automatically become animated ones.

1.12-7.1.0 requires MalisisCore 1.12.2-6.1.2 for Minecraft 1.12.2- Added option in the door factory to allow doors to automatically open when player is close.
- Fixed bottom texture of the Hi-tech Door.

1.9.4-5.0.4 requires MalisisCore 1.9.4-4.1.1 for Minecraft 1.9.4 / 1.10.2
- Fixed Custom Doors not dropping an item when breaking the top part.
- Fixed Custom Doors not working properly for other clients than the one who placed it.
- Fixed modified doors not remembering their properties when broken or picked in creative mode.

1.8-2.3.0 requires MalisisCore 1.8-1.3.0 for Minecraft 1.8- Added new redstone behavior option in the Door Factory :
- Standard : door opens/closes when activated by hand or powered by redstone
- Redstone only : door opens/closes only when powered by redstone
- Hand only : door opens/closes only when activated by hand
- Redstone lock : door opens/closes only when activated by hand AND when not powered by redstone
- Fixed Carriage Door frame type being lost when broken.

1.7.10-1.3.2 requires MalisisCore 1.7.10-0.10.3- Added Spinning and Spinning around Door movements for the Door Factory
- Completely refactored Garage Doors : bottom parts should no longer appear with a window. The door now behave like any other doors : a redstone current opens the door, and stopping the current will make the door close even if not fully opened yet.
- Fixed Door Factory GUI not updating correctly and not remembering previous states.
- Fixed a bug with checkbox and textfields in Vanishing Diamond Block GUI.
- Fixed a crash when opening Vanishing Diamond Block GUI.
- Fixed Rusty Ladder collision box.
- Fixed crashes with ForceFields, Rusty Hatch and Carriage Doors.

1.7.10-1.1 requires MalisisCore 1.7.10-0.9.2- Added a new Shoji Door with new sound available in the Door Factory.
- Toned down the volume of Jail doors and Glass door sounds.
- Fixed duplication bug when breaking the top block of a Door.
- Fixed bounding box of Rotate and replace movement when opened.- Removed the restriction for mixing blocks. Now you can mix two non opaque blocks.
- Added the possibility to mix ender pearls, and water and lava buckets to get specials textures.
- Mixing a non opaque block with an opaque one will make a one-way see-through mixed block.
- Mixing a light emitting block will make the mixed block emit light as well.
- Mixing a block of redstone will make the mixed block emit redstone current.
- Added an option for enhanced mixed block placement. When active, it allows the placement of the mixed blocks based on the direction the player is looking instead of using the face of the block clicked. Also, pressing the sneak key will inverse the mixed block.
- Fixed potential memory leak in ProxyAccess.

1.7.2-1.0 requires MalisisCore 1.7.2-0.9- Added new doors : laboratory and factory doors.- Added new machine : the door factory. Chose how they look and the way they move to build your own personalized doors !
- Added the possibility to place Player Sensors on floors or ceilings.

1.7.2-0.9 requires MalisisCore 1.7.2-0.8- Added new garage door.- Added new jail door.
- Added a new MalisisDoor creative tab. Every new blocks will be listed in there.
- Added the display of the names of the blocks part of the mixed blocks.
- Refactored door animation and rendering. The invisible door bug should be corrected.
- Corrected compatibility bug with RailCraft invisible tile entities.
- Added fail safe when instantiating Proxy world for Vanishing Frames. This should prevent Cauldron crash at the expense of limiting the metadata detection when copying a block.

1.7.2-0.8 requires MalisisCore 1.7.2-0.7.3
- Added animations for trap doors and fence gates.
- Now almost every block can be used for Vanishing Frames.
- Added Diamond Vanishing Frames. They're expensive, but allow the configuration of wich direction to propagate its state and with what delay and speed.
- Refactored doors rendering. Hopefully, it will fix the invisible iron door bug.
- Added configurations. Configuration can be modified with the command /malisis config malisisdoors (autocomplete works).
- Added a simple rendering configuration for mixed block. Activate it if you experience z-fighting or rendering glitch with them.
- Fixed a crash when trying to mix items that don't have corresponding itemBlock (ie. Skulls).
- Fixed lighting bug when rendering tile entities.

1.7.2-0.6.4 requires MalisisCore 1.7.2-0.7.2
- Fixed a crash when Block Mixer was used on dedicated server.
The Block Mixer should now be able to accept any opaque block in the first input slot (except a Mixed Block), and any block in the second input slot.

1.7.2-0.6.3 requires MalisisCore 1.7.2-0.7.2
- The crash occurring on dedicated servers with BuildCraft should be fixed.

1.7.2-0.6.2 requires MalisisCore 1.7.2-0.7.1
- The crash occurring for Forge versions higher than 1060 is fixed.
- The Block Mixer timer does not appear to be reset when opening the GUI any more.
- More blocks are now accepted for the Block Mixer. As long as an opaque cube is present in the first input slot, almost any block can be used for the second one. (Who said fake ladder troll?)
- Shift-clicking in the Block Mixer GUI should now function properly.
- Mixed Blocks dropped are now properly created when destroyed.
- Mixed Blocks can now properly be picked when in creative mode.
- Added localised name for Mixed Block
- Added German localisation.

Contents : Animated doors :
The first goal of this mod was to improve vanilla doors behaviour. They are now animated when opened or closed instead of just jumping instantly to their new state. Also, it makes double doors automatically open and close without any need for redstone.
Trapdoors and fence gates are also animated!

Glass doors :
Two new sliding doors are added (wooden and iron), that behaves like normal doors but instead of rotating on themselves, they slide into the block next to them.

Recipes :
In game :

Jail doors :
A new metallic jail door that slides on the side. Can only be operated with redstone.

Recipe :
In game :

Laboratory doors :
A new metallic laboratory door that slides upwards. It's not a double door.

Recipe :
In game :

Factory doors :
A new metallic factory door that slides both upwards and downwards.

Recipe :
In game :

Shoji doors :
A new shoji door that slides slowly on the side.

Recipe :
In game :

Curtains :
Simple colored curtains that opens with custom animation. The color of the curtains depends on the color of the wool used.

Recipes :
In game :

Saloon doors :
New saloon doors that opens automatically when you go through them.

Recipe :
In game :

Reinforced doors :
A metallic door with a handle that slowly opens.

Recipes :
In game :

Hitech doors :
A futuristic hi-tech door with cool opening animation.

Recipes :
In game :

Sliding trapdoors :
Simple trapdoors that slide on the side with pneumatic sound.

Recipe :
In game :

Camo fence gates :
A fence gate that copies the blocks on each side, granted they're the same type.

Recipe :
In game :

Rusty Hatch :
A big metallic hatch with a handle that slowly opens. Comes with rusty ladders built-in. Requires 2x3x2 block space to be placed.
Like Trap doors, if placed on the top half of the side of the block, the door will open upwards.

Garage doors :
A multi-structure allowing a large area to be opened with a nice animation. A Garage door can be as wide and tall as wanted, and as long as they face the same way, one simple redstone current change will make the whole door open or close depending on its current state.

Recipe :
In game :

Carriage doors / Medieval doors:
A big and fancy wooden double door (4x5x1 multi-block) made from a wooden door and five of one other. Oak door makes a Carriage door, Spruce Door makes a Medieval door. The frame uses the texture of the block used in the recipe.
Note : in 1.7.10, the five blocks need to be spread in five different crafting slots.

Recipes :
In game :

Forcefield and Controller :
The Forcefield Controller is an item that allows the creation of Forcefields. The Forcefields can be any size (with a limit of 100 blocks) and can't be destroyed. Use the item on the Forcefield to activate and deactivate it, use it while sneaking to remove it completely.
The Contoller displays color informations while placing a Forcefield to indicate if it can be made between the selected positions. It is self powered but requires some time to recharge. Note that removing a Forcefield completely drains the energy of the Controller.

Recipe :
In game :

Door factory and custom doors :
The door factory is a self powered machine that lets you design your own doors. Chose their properties such as the type of movement (from ten available!), the sound, or the speed of their animation, and then select blocks for the frame, top and bottom materials to define how they look.
The top and bottom material also accepts a few items for special effects :
- Flint & steel gives a fire effect.
- Ender pearl displays nether portal animation.
- Water bucket displays flowing water.
- Lave bucket displays flowing lava.

Recipe :
In game :
Custom doors :
Custom doors with effects :

You can find informations about the Player Sensor, the Mixed Block, the Block Mixer and the Vanishing Blocks in the MalisisBlocks post.

Videos & Reviews

Review from LexLV/Lextube :

Review from MeatyLock :

Review from Pokepeel :

Review from MCE626 :

Review from CebraxLP (German) :

Review from i Febag (Italian) :

Older videos :

Review from Ericton :

Review from Phantaboulous / Martijn :

Review from TyneCraft :

Review from Dami Games / Pathfinder1001 :

Review from Danniey / ClumsyMinecraft :

Review from TeamTwiistz

Review from DarcMatter / HyaterLCG :

Review from ProGamer7 :

Quick show :

ModpacksNo restriction concerning modpacks. Feel free to use this mod in your modpacks!.

There are all sorts of mods out there that do everything but I don't think this has ever been done before for doors. This is truely genious. Would it be possible to have windows open the same way that the sliding doors open? Thank you so much for this.

I cannot get this mod to load without crashing. Here is the error I get :

Description: Initializing game
java.lang.IllegalStateException: Registry entry for block [email protected], id 64, has the non-prefixed name wooden_door.
at cpw.mods.fml.common.registry.FMLControlledNamespacedRegistry.validateContent(FMLControlledNamespacedRegistry.java:57)
at cpw.mods.fml.common.registry.GameData.testConsistency(GameData.java:924)
at cpw.mods.fml.common.registry.GameData.freezeData(GameData.java:650)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:693)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:288)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:527)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:815)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

I have tried multiple versions of forge but this error won't stop. Any Idea why this is happening?

I cannot get this mod to load without crashing. Here is the error I get :

Description: Initializing game
java.lang.IllegalStateException: Registry entry for block [email protected], id 64, has the non-prefixed name wooden_door.
at cpw.mods.fml.common.registry.FMLControlledNamespacedRegistry.validateContent(FMLControlledNamespacedRegistry.java:57)
at cpw.mods.fml.common.registry.GameData.testConsistency(GameData.java:924)
at cpw.mods.fml.common.registry.GameData.freezeData(GameData.java:650)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:693)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:288)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:527)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:815)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

I have tried multiple versions of forge but this error won't stop. Any Idea why this is happening?

I am also getting this crash during startup. Hope you can fix it, I would really like to use this mod!

Definitely going to remember this one if/when I move to 1.7.2. Paired-opening double doors? Automatic door opener? Yes please! You have no idea how long I looked for mods which provide these features, and in the end I only found the automatic door opener (an older double-doors mod was for too old a version of MC, and reportedly it caused some issues.)

Does this mod add its double-door-opening and swinging animation to door types added by other mods?

I am also getting this crash during startup. Hope you can fix it, I would really like to use this mod!

As I can't find the error message at all in Forge code, I suspect it's because you use an older version of it. My bad, I should have mentioned in the post that the mods require Forge 1.7.2-10.12.1.1060. Please update your forge and tell me if you still get the error.

There are all sorts of mods out there that do everything but I don't think this has ever been done before for doors. This is truely genious. Would it be possible to have windows open the same way that the sliding doors open? Thank you so much for this.

It can be done, though it's not a priority right now. There are still bugs to fix you have yet to discover =)

Does this mod add its double-door-opening and swinging animation to door types added by other mods?

Unfortunately, no. They would need to extend my doors instead of the vanilla ones. Maybe at some point I will try to make vanilla really behave like they should so every body extending them would inherit the animations but I'm not certain it would work.

About 2:35 in . Basically allow me to choose which blocks are removed by individually by a redstone signal.

Also, if you want to, you could update toggle blocks, The mod is literally my favoritest mod ever made, I still go back to 1.3 sometimes to play with it. That would be cool w. me. The double slab tweak is also pretty cool .

About 2:35 in . Basically allow me to choose which blocks are removed by individually by a redstone signal.

Also, if you want to, you could update toggle blocks, The mod is literally my favoritest mod ever made, I still go back to 1.3 sometimes to play with it. That would be cool w. me. The double slab tweak is also pretty cool .

Unfortunately, it can't be done :(. Vanishing blocks have no "group conscience". They only notify neighbors if they are the right type. But maybe I'll add bottom-top multi-block doors sometimes

It just takes textures, so theorectically it can mix any block that doesn't have 3d rendering, like ic2s machines, in BoP wood

Actually, it checks if the block is "normal" with block.isNormalCube(), so it doesn't accept everything. I may change it to just check if the texture is accessible but I'm not sure if it would always work. I'll try.

Actually, it checks if the block is "normal" with block.isNormalCube(), so it doesn't accept everything. I may change it to just check if the texture is accessible but I'm not sure if it would always work. I'll try.

That's litterally what I just said, that isNormalCube() from forge is the exact method i described earlier..